using Engine;
using GameEntitySystem;
using System;
using TemplatesDatabase;

namespace Game
{
    public class ComponentFlyAroundBehavior : ComponentBehavior, IUpdateable
    {
        public SubsystemTerrain m_subsystemTerrain;

        public ComponentCreature m_componentCreature;

        public ComponentPathfinding m_componentPathfinding;

        public StateMachine m_stateMachine = new StateMachine();

        public float m_angle;

        public float m_importanceLevel = 1f;

        public Random m_random = new Random();

        public UpdateOrder UpdateOrder => UpdateOrder.Default;

        public override float ImportanceLevel => m_importanceLevel;

        public void Update(float dt)
        {
            if (string.IsNullOrEmpty(m_stateMachine.CurrentState))
            {
                m_stateMachine.TransitionTo("Inactive");
            }
            if (m_random.Float(0f, 1f) < 0.05f * dt)
            {
                m_importanceLevel = m_random.Float(1f, 2f);
            }
            if (IsActive)
            {
                m_stateMachine.Update();
            }
            else
            {
                m_stateMachine.TransitionTo("Inactive");
            }
        }

        public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
        {
            m_subsystemTerrain = Project.FindSubsystem<SubsystemTerrain>(throwOnError: true);
            m_componentCreature = Entity.FindComponent<ComponentCreature>(throwOnError: true);
            m_componentPathfinding = Entity.FindComponent<ComponentPathfinding>(throwOnError: true);
            m_stateMachine.AddState("Inactive", null, delegate
            {
                if (IsActive)
                {
                    m_stateMachine.TransitionTo("Fly");
                }
            }, null);
            m_stateMachine.AddState("Stuck", delegate
            {
                m_stateMachine.TransitionTo("Fly");
                if (m_random.Float(0f, 1f) < 0.5f)
                {
                    m_componentCreature.ComponentCreatureSounds.PlayIdleSound(skipIfRecentlyPlayed: false);
                    m_importanceLevel = 1f;
                }
            }, null, null);
            m_stateMachine.AddState("Fly", delegate
            {
                m_angle = m_random.Float(0f, (float)Math.PI * 2f);
                m_componentPathfinding.Stop();
            }, delegate
            {
                Vector3 position = m_componentCreature.ComponentBody.Position;
                if (!m_componentPathfinding.Destination.HasValue)
                {
                    float num = (m_random.Float(0f, 1f) < 0.2f) ? m_random.Float(0.4f, 0.6f) : (0f - m_random.Float(0.4f, 0.6f));
                    m_angle = MathUtils.NormalizeAngle(m_angle + num);
                    var vector = Vector2.CreateFromAngle(m_angle);
                    Vector3 value = position + new Vector3(vector.X, 0f, vector.Y) * 10f;
                    value.Y = EstimateHeight(new Vector2(value.X, value.Z), 8) + m_random.Float(3f, 5f);
                    m_componentPathfinding.SetDestination(value, m_random.Float(0.6f, 1.05f), 6f, 0, useRandomMovements: false, ignoreHeightDifference: true, raycastDestination: false, null);
                    if (m_random.Float(0f, 1f) < 0.15f)
                    {
                        m_componentCreature.ComponentCreatureSounds.PlayIdleSound(skipIfRecentlyPlayed: false);
                    }
                }
                else if (m_componentPathfinding.IsStuck)
                {
                    m_stateMachine.TransitionTo("Stuck");
                }
            }, null);
        }

        public virtual float EstimateHeight(Vector2 position, int radius)
        {
            int num = 0;
            for (int i = 0; i < 15; i++)
            {
                int x = Terrain.ToCell(position.X) + m_random.Int(-radius, radius);
                int z = Terrain.ToCell(position.Y) + m_random.Int(-radius, radius);
                num = MathUtils.Max(num, m_subsystemTerrain.Terrain.GetTopHeight(x, z));
            }
            return num;
        }
    }
}
